This commit is the equivalent of a atomic bomb

This commit is contained in:
2026-02-15 08:08:56 -03:00
commit e4ac56b038
6934 changed files with 916278 additions and 0 deletions

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/* hint "Working woo!"; */
private _unit = missionNamespace getVariable ["bis_fnc_moduleRemoteControl_unit", player]; //Get player unit
if(!(local _unit))exitWith{};
_unit addEventHandler ["WeaponRested", { //Resting shows/hides link
params ["_unitResting", "_isRested"];
private _currentWeapon = currentWeapon _unitResting;
private _allowedWeapon = ["braf_mag"];
private _attachment = "sp_acc_gpmg_linkhide";
if (_currentWeapon in _allowedWeapon) then{
if(_isRested) then {
if (isWeaponRested _unitResting) then {
_unitResting addPrimaryWeaponItem _attachment; // Attachment hides link in model cfg
};
}else{
if (isWeaponDeployed _unitResting == false) then { //Only remove link attachment if we know user doesn't have bipod deployed
_unitResting removePrimaryWeaponItem _attachment;
};
};
} else { //Cleanup eventhandler if different weapon is being used
_unitResting spawn {
uiSleep 0.01;
_unitResting removeEventHandler ["WeaponRested", _thisEventHandler];
};
};
}];
_unit addEventHandler ["WeaponDeployed", { //Deploying plays animation for holding stock
params ["_unitDeploying", "_isDeployed"];
private _currentWeapon = currentWeapon _unitDeploying;
private _allowedWeapon = ["braf_mag"];
private _anim = "sp_GestureDeployedGPMG";
if (_currentWeapon in _allowedWeapon) then{
if(_isDeployed) then {
_unitDeploying playAction _anim;
}else{
_unitDeploying playAction "gestureNod";
};
} else { //Cleanup eventhandler if different weapon is being used
_unitDeploying spawn {
uiSleep 0.01;
_unitDeploying removeEventHandler ["WeaponDeployed", _thisEventHandler];
};
};
}];
_unit addEventHandler ["Take", { //When reloading, check if weapon is deployed and if so play animation for holding stock
params ["_unitTaking"];
private _currentWeapon = currentWeapon _unitTaking;
private _allowedWeapon = ["braf_mag"];
private _anim = "sp_GestureDeployedGPMG";
if (_currentWeapon in _allowedWeapon) then{
if(isWeaponDeployed _unitTaking) then {
_unitTaking playAction _anim;
};
} else { //Cleanup eventhandler if different weapon is being used
_unitTaking spawn {
uiSleep 0.01;
_unitTaking removeEventHandler ["Take", _thisEventHandler];
};
};
}];

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this addEventHandler ["AnimChanged", {
params ["_unit", "_anim"];
private _currentWeapon = currentWeapon _unit;
private _allowedWeapon = ["braf_mag"];
private _animstoadd = [
"aidlppnemstpsraswrfldnon_ai",
"aidlppnemstpsraswrfldnon_ai",
"amovppnemrunslowwrfldf",
"amovppnemrunslowwrfldb",
"amovppnemstpsraswrfldnon"];
private _animstoremove = [
"aidlpercmstpsraswrfldnon_ai",
"aidlpknlmstpsraswrfldnon_ai",
"amovpercmstpsraswrfldnon"];
private _attachment1 = "sp_acc_gpmg_deploybipod";
private _attachment2 = "sp_acc_gpmg_linkhide";
if (_currentWeapon in _allowedWeapon) then{
if(_anim in _animstoadd) then {
hint format ["approved anim is %1", _anim];
copyToClipboard _anim;
_unit addPrimaryWeaponItem _attachment1;
_unit addPrimaryWeaponItem _attachment2;
}else{
//hint format ["new anim to add is %1", _anim];
//copyToClipboard _anim;
if (_anim in _animstoremove) then {
_unit removePrimaryWeaponItem _attachment1;
_unit removePrimaryWeaponItem _attachment2;
}
};
} else {
_unit spawn {
uiSleep 0.01;
_unit removeEventHandler ["AnimChanged", _thisEventHandler];
};
};
}];
AnimChanged
AnimDone
// player
private _animstoadd = [
"amovpercmrunslowwrfldf_amovppnemstpsraswrfldnon_end",
"amovpercmstpsraswrfldnon_amovppnemstpsraswrfldnon",
"amovpknlmstpsraswrfldnon_amovppnemstpsraswrfldnon",
"amovpknlmstpsraswrfldnon_amovppnemstpsraswrfldnon"];
private _animstoremove = [
"amovppnemstpsraswrfldnon_amovpknlmstpsraswrfldnon",
"amovppnemstpsraswrfldnon_amovpercmstpsraswrfldnon"];
private _animstoadd = [
"aidlppnemstpsraswrfldnon_ai",
"aidlppnemstpsraswrfldnon_ai"];
private _animstoremove = [
"aidlpercmstpsraswrfldnon_ai",
"aidlpknlmstpsraswrfldnon_ai"];
crouch to prone
aidlppnemstpsraswrfldnon_ai
stand to prone
aidlppnemstpsraswrfldnon_ai
prone to stand
aidlpercmstpsraswrfldnon_ai
prone to crouch
aidlpknlmstpsraswrfldnon_ai